Search This Blog

Goodbye Sneak

The day after I returned from being in Iceland to attend my father in law's funeral services our cat Sneakers got hit by a car and died-

(EDIT (6-14-17) I just found out from a neighbor that our cat wasn't killed by a car- a deranged homeless person apparently killed him and placed his body out in front of our house- this neighbor called the police whom didn't think it was important to notify us so we just found him dead in front of our house the next morning....MERICA... there's mentally ill people roaming the streets and living in the bushes throughout the cities)

I just buried him in our backyard.

He had a good cat life as he ate the best cat food, got to sleep in our bed and we were always petting him- it's still sad when one of your little furry buddies has their life cut short.

My goal with this game is to scare you- to create a creepy environment and give you a strange, terrifying experience in which you never know what might happen.

Most of the game takes place in first person but you do play as a ping pong ball in third person at one point so you can douse yourself in gasoline 0_0

The reason that its PC only at this time is that I'm using DirectX features in the game and DirectX is not supported on the Mac- sorry about that-

I MIGHT be creating a version of POWERLESS for the Occulus Rift- I have to see how difficult it is to do so- if its relatively easy AND the game is light enough to keep 60fps or whatever the Rift needs I'll do it- I know very little of the process so I have to learn a lot about it-

I mixed two indie feature films in the past few months and I've mixed my own three feature films so I've had some practice editing a film then sending the audio files out to be mixed in a DAW-

This is the easy way to do it- I'm going to use Premiere Pro for my examples but this is the same process for Final Cut Pro or any other NLE-

When you are editing it is good practice to separate your audio tracks into dialogue, fx, music, and ambience tracks like this

You can have multiple dialog, fx, music and ambient sound tracks but its good practice to keep them separate- you don't want to say.... have dialog, music and fx on the same track- keep all those things separate-

It makes it easier for you and the mixer is going to have to separate them anyway- so if you do it for them you'll save money and make the mixer's job faster-

Looking at the example-What you would want to do is export one track for Dialogue01, one for Dialogue02, one for Fx01 etc- so from that examp…